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Races and Attributes
As a beginning Coercer creating your character, the most important difference to
note is that Coercers are aligned with the City of Freeport – they are an “Evil” class –
where as Illusionists are “Good.” and aligned with the city of Qeynos. This is important in
terms of creating a character because when selecting a race, it is essential to realize that
certain races can only be Evil or Good. As a Coercer, you must choose 1. an Evil race,
2. a Neutral Race, or 3. a Good race, and then complete the Qeynos to Freeport betrayal
quest. However, the betrayal quests are extremely difficult and very time intensive. Your
character will not be able to level above 18 until your betrayal quest is complete. For this
reason, betrayal is not recommended….unless you are up for the challenge!
When choosing a race, there are a few considerations to keep in mind in addition
to city alignment. You should pick a race that you find visually appealing. Also, you
should choose a race with base statistics that will serve you well as a Coercer, so it is
important to understand these statistics. The base statistics – and their functions – are as
follows:
Intelligence: Magic Damage Modifier and Mage Power Pool Bonus
Agility: Avoidance and Accuracy of Physical Damage
Wisdom: Magic Damage Mitigation and Priest Power Pool
Stamina: Total maximum hit points:
Strength: Melee Damage Modifier and Carrying Capacity
The most important base statistics for a Coercer are Intelligence, Agility, and Wisdom.
Many Coercers list the relative importance of choosing races, traits, and items
based on these stats as follows: 1. Agility, 2. Wisdom, 3. Intelligence. There is a good
reason for this. Agility is very important, since it can potentially save your life by allowing
you to dodge a deadly blow, and it is hard to come by as a mage. Most mage gear is
heavy in intelligence, but it is hard to find agility items for cloth armor wearers. As a
Coercer, you will receive buffs to your agility (and your intelligence – you are very
fortunate for this), but you can never have too much physical damage avoidance. The
same goes for wisdom. While magical damage mitigation is not as important, wisdom is
often a difficult stat for mages to increase.
However, while this is the majority opinion, there is an outspoken minority that
places Intelligence above all – and I am with them! Because Mages wear cloth armor, it
doesn’t take much to kill them. If a Coercer pulls agro on a Named or an Epic, the
Coercer is going to die 9 times out of 10. Further, when you are soloing, you have to try
everything you can to keep the mob off of you so you can cast quickly and make the mob
die fast – so physical and magical mitigation are not crucial. What really makes a
difference for mages is the size of their power pool and their DPS – both of which are
influenced to an enormous degree by intelligence. Each point of intelligence raises your
power pool and damage exponentially – up to a cap equal to 7 times your level. (Level 10
cap = 70 Intelligence, level 60 cap = 420 Intelligence...but Coercers everywhere agree this
cap seems low!) Plus, there is a certain prestige that comes with a large Intelligence stat
and huge power pool!
Based solely on the primary statistics each race has to start, these are the best
recommendations for Coercer races: Gnome, Ratonga, Dark Elf, and Erudite. The
majority view of these would probably rank the races as follows: 1. Ratonga, 2. Gnome, 3.
Dark Elf, 4. Erudite. The minority view would most likely rank the choices like this: 1.
Erudite, 2. Gnome, 3. Dark Elf, 4. Ratonga. In the end, it is up to you which race you
choose! |